Alright. I used the Acro Ranger and I got Acid Arrow, Double Trouble, Binding Blade and Weapon Mastery.
Acid Arrow was lacking visuals, try adding a few more effects.
Double Trouble was a bit hard to understand at first, because when I used it I didn't know the second arrow would fall where you targeted the skill. It also lacks visuals, try adding some sort of explosion effects on where the second arrow falls.
Binding Blade was lacking effects. I needs more visual entertainment.
I didn't use Weapon Mastery.
Now, about the Consumables, that was a good idea. I had thought of that before but I haven't really played around with the system that much. The problem is, you should make the player start with a bit more Throwing Knives and Bolts. The player tends to run out of supplies quickly. And about the prices of the consumables; they are too high. Change the prices into something like 2 gold since the player doesn't even get gold from kills; and he only gets them from quests. I'm not even sure if you can sell items here. If the player uses all his gold for the consumables, he won't have any money to buy his equipment and items. And I'm going back to the point where you don't get any money for the kills, since gold is quite vital in the game. Even if you just get 1 gold or something, it should be okay; since you tend to kill a lot of creeps at a time.
The Day/Night system was quite unique. I couldn't enter the Blacksmith at night.

The Inn was well decorated, I liked it.
As for the Attack of the Acro Ranger, it looks kind of lame since she's whacking stuff with her crossbows.
Here's a good but hard-to-implement suggestion. Try giving the players a demonstration of each skill before they choose the skills they want. Like, if they want to see a preview of Acid Arrow, it'll take them into an enclosed part of the map and they will see an AI-controlled Acro Ranger use it on a creep. I know it sounds hard, but it would add to the overall appeal of the game.
That's all.